// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. using osu.Framework.Allocation; using osu.Framework.Audio.Track; using osu.Framework.Bindables; using osu.Framework.Graphics.Containers; using osu.Game.Beatmaps; using osu.Game.Beatmaps.ControlPoints; namespace osu.Game.Graphics.Containers { public class BeatSyncedContainer : Container { protected readonly IBindable Beatmap = new Bindable(); private int lastBeat; private TimingControlPoint lastTimingPoint; /// /// The amount of time before a beat we should fire . /// This allows for adding easing to animations that may be synchronised to the beat. /// protected double EarlyActivationMilliseconds; /// /// The time in milliseconds until the next beat. /// public double TimeUntilNextBeat { get; private set; } /// /// The time in milliseconds since the last beat /// public double TimeSinceLastBeat { get; private set; } /// /// Default length of a beat in milliseconds. Used whenever there is no beatmap or track playing. /// private const double default_beat_length = 60000.0 / 60.0; private TimingControlPoint defaultTiming; private EffectControlPoint defaultEffect; private TrackAmplitudes defaultAmplitudes; protected override void Update() { Track track = null; IBeatmap beatmap = null; double currentTrackTime; TimingControlPoint timingPoint; EffectControlPoint effectPoint; if (Beatmap.Value.TrackLoaded && Beatmap.Value.BeatmapLoaded) { track = Beatmap.Value.Track; beatmap = Beatmap.Value.Beatmap; } if (track != null && beatmap != null && track.IsRunning) { currentTrackTime = track.Length > 0 ? track.CurrentTime + EarlyActivationMilliseconds : Clock.CurrentTime; timingPoint = beatmap.ControlPointInfo.TimingPointAt(currentTrackTime); effectPoint = beatmap.ControlPointInfo.EffectPointAt(currentTrackTime); if (timingPoint.BeatLength == 0) return; } else { currentTrackTime = Clock.CurrentTime; timingPoint = defaultTiming; effectPoint = defaultEffect; } int beatIndex = (int)((currentTrackTime - timingPoint.Time) / timingPoint.BeatLength); // The beats before the start of the first control point are off by 1, this should do the trick if (currentTrackTime < timingPoint.Time) beatIndex--; TimeUntilNextBeat = (timingPoint.Time - currentTrackTime) % timingPoint.BeatLength; if (TimeUntilNextBeat < 0) TimeUntilNextBeat += timingPoint.BeatLength; TimeSinceLastBeat = timingPoint.BeatLength - TimeUntilNextBeat; if (timingPoint.Equals(lastTimingPoint) && beatIndex == lastBeat) return; using (BeginDelayedSequence(-TimeSinceLastBeat, true)) OnNewBeat(beatIndex, timingPoint, effectPoint, track?.CurrentAmplitudes ?? defaultAmplitudes); lastBeat = beatIndex; lastTimingPoint = timingPoint; } [BackgroundDependencyLoader] private void load(IBindable beatmap) { Beatmap.BindTo(beatmap); defaultTiming = new TimingControlPoint { BeatLength = default_beat_length, }; defaultEffect = new EffectControlPoint { KiaiMode = false, OmitFirstBarLine = false }; defaultAmplitudes = new TrackAmplitudes { FrequencyAmplitudes = new float[256], LeftChannel = 0, RightChannel = 0 }; } protected virtual void OnNewBeat(int beatIndex, TimingControlPoint timingPoint, EffectControlPoint effectPoint, TrackAmplitudes amplitudes) { } } }